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semicolo

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Everything posted by semicolo

  1. If it accepts 110V/60Hz as input, there's no reason a standard power chord wouldn't work.
  2. You can go above 1A, it's 9V that mustn't be exceeded. I use a 7.5V transformer, but it's plugged to the batteries contacts, not the normal psu socket.
  3. Could be good to use an oled panel like one of these http://www.engadget.com/2010/09/27/lumiotecs-oled-lighting-panel-gets-video-reviewed-throws-down/ Need to wait until it's less expensive though I'd like to try the led trick myself, do you have any recommendation on the led wavelength, light intensity?
  4. that's a nice dongle you designed there wookie. Build it or buy it, that's good to have updated tools.
  5. I think using the tube helps having a more uniform light, if you check some mods done on gamegear you can see a brighter spot on each side of the screen.
  6. A long time ago, I beat Blue lightning Chips challenge Gates of Zendocon Ninja gaiden Rygar (I don't remember it being that hard, but it becomes quickly repetitive) Slime world Toki Xenophobe I never managed to beat the last level of rampart, went close a few times though.
  7. Toki sounds like the arcade game (well it's more lynxish of course, but the tunes are the same).
  8. The problem with hand soldering is time. -- Karri Well if you just want to make a few cards, time isn't the issue, I'd say making the pcb is near impossible at home, you need a professional for that, especially if you want gold plated contacts (I ordered some cards without the plating, they work great but they'll probably need cleaning in the future).
  9. Congratulations Wookie, these pages are cristal clear and with the schematics it's really easy to understand how the lynx works.
  10. I suppose He meant you can use any ram address (16bit) for the display buffer.
  11. If there's nothing else in the rom but decryption stuff, would it be useful to develop a free version of it for the emulators ?
  12. Wow ! Congratulations, I've been following this thread since the beginning and it's a big step for the lynx scene.
  13. If I'm right you can just have 16 colors onscreen (well there are some tricks to increase that number, probably by swapping rapidly the palettes, but I digress) So you must fit all your drawings in the same 16 colors palette, or multiple 8, 4, 2 colors palettes (but 16 colors max). What's wrong with your code is : Let's set the 16 colors and draw the background -> ok Let's set another 16 colors (the background is now ugly) and draw the character. Hope I didn't tell too much lies.
  14. I tried porting the sdl handy version, but the speed was too slow to my taste and never released it. What's nice with the dreamcast is the ability to run homebrews without any modification of the console, just burn the cd and run it.
  15. Since Karri was talking about a new cc65 I tried to find some news about it on the official site, but no luck. So when will it be available and what's new in it ?
  16. Crap, I completely forgot about the contest.... I was waiting for it on saturday and did to much thins on sunday and didn't remember it until now. Oh well it seems I would have had trouble finding the answers anyway. Congratulations to the winners.
  17. Are you sure you entered the french time with UTC+1 ? I live in Quebec (timezone UTC-5) and we have a difference of 6 hours, it'll be 11AM for me, it should be noon for you ( or maybe there are some difference in daylights savings between the 2 countries)
  18. Sounds good to me, I'm a little red/green color blind myself but the original graphics seemed fine on a computer screen, don't know on a real lynx though
  19. Here's the whole stuff sprpck.tar.gz I noticed that UINT is declared as int in sprpck.h but didn't change it in case there would be border effects.
  20. Yep found it, here's a patch to io.c 246c246,247 < pByte = in + sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER); --- > //pByte = in + sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER); > pByte = in + 14 + inbmpinfo->bmiHeader.biSize; 283c284,285 < pByte = in + sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER); --- > // pByte = in + sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER); > pByte = in + 14 + inbmpinfo->bmiHeader.biSize; seems like the size of the structs are incorrect, if the info stored in the info header is used, it works. I only tested 16colors bmps 256 should be ok (but anyway the resulting sprite is probably ugly)
  21. Hi, I've started playing with sprpck but either I'm doing something wrong or the software is buggy, the palettes it outputs are missing the green value When converting a windows bmp file with the 4 first index colors 0x000000,0x000050,0x600000,0x500050 the output palette is : char redir[]={0x01,0x23,0x45,0x67,0x89,0xAB,0xCD,0xEF}; char pal[]={ 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, 0x05,0x00,0x65,0x5B,0x50,0xB5,0x0B,0x00,0x50,0xB7,0x5E,0x93,0xB0,0xF5,0xFF,0xFB} ; The first line is all zeroes, I get the same with other palette types redir: dc.b $01,$23,$45,$67,$89,$AB,$CD,$EF pal: DP 005,000,065,05B,050,0B5,00B,000,050,0B7,05E,093,0B0,0F5,0FF,0FB If I hardcode the palette by hand it displays correctly, I'll try to see what's wrong in the software.
  22. I don't want to be picky but if the ph>7 it's not an acid but a base (that's why it works so well on grease, turns it into soap) Don't you have a make for this stuff Karri ? it may be hard for him to find something that sells in finland
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